RimWorld

RimWorld

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1trickPwnyta's Defaults
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Mod, 1.5, 1.6
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1.144 MB
8. juli 2024 kl. 17:21
26. juli kl. 20:35
22 ændringsbemærkninger ( vis )

Abonner for at downloade
1trickPwnyta's Defaults

Beskrivelse
Support for version 1.6 is confirmed, but more testing is needed. Please report any bugs in the comments. Thank you!

Description
Tired of having to go through the same ritual every time you start a new colony of configuring your colonists' schedules, setting your quest reward preferences, turning down the medicine setting so you don't waste your good medicine on bruises, and more? This mod allows you to customize various default settings to use during gameplay, such as the default schedules your colonists will assume. See below for a full list of settings.

Compatibility
Supports all DLC and can be safely added mid-playthrough, however many settings will only apply to new colonies.

Now automatically adds content from newly enabled DLC/mods to various settings, such as stockpile zones. Such settings can be locked to prevent this, if desired.

Full list of settings
  • Storyteller settings: Allows you to set the default storyteller/difficulty settings to use for a new colony, including custom difficulty settings.
  • World settings: Allows you to set the default world settings to use for a new colony.
  • Map settings: Allows you to set the default map size and starting season.
  • Colonist schedules: Allows you to set custom default schedules for colonists. You can create alternating schedules and the mod will cycle between them when assigning them to new colonists.
  • Policies: Allows you to set custom default apparel, food, drug, and reading policies that will be copied to each new colony.
  • Medicine settings: Allows you to set the default medicine settings to use for a new colony.
  • Reward preferences: Allows you to set the default reward preferences to use for a new colony.
  • Expanded resource categories: Allows you to set which resource tree categories are expanded by default in categorized mode.
  • Stockpile zone types: Allows you to configure the default settings for stockpile zones and dumping stockpile zones. You can also create your own custom stockpile zone types with their own settings.
  • Shelf storage settings: Allows you to configure the default storage settings for shelves.
  • Default hostility response: Allows you to set the default hostility response to use for new colonists.
  • Default medicine to carry: Allows you to set the default medicine type that new colonists will carry (if you assign them to carry any).
  • Default pregnancy approach: Allows you to set the default pregnancy approach that new romantic colonist relationships will take.
  • Default auto rebuild setting: Allows you to set the default auto-rebuild setting to use for a new colony.
  • Default auto home area setting: Allows you to set the default auto-home area setting to use for a new colony.
  • Use manual work priorities by default: You can do this.
  • Default plant type: Allows you to set the default plant type for new growing zones.
  • Default temperature targets: Allows you to set the default temperature targets for heaters and coolers.



Updates
07/03/2025: Remove pregnancy approach option if Biotech not enabled
06/12/2025: Fixed position of policy lock icon, updated OOTB default policies to match the new vanilla ones.
06/12/2025: Updated to 1.6, fixed some minor bugs
05/05/2025: Add mod compatibility with Research Reinvented and Mines 2.0
04/24/2025: Fix bug that breaks atmospheric heaters
04/10/2025: Add compatibility with mods that increase max skill level, add null check when building new workbenches
04/09/2025: Add default workbench bills
04/03/2025: Fix bug where default shelf settings apply to non-shelf buildings such as nutrient paste hoppers
03/08/2025: Fix bug where hidden factions are duplicated
01/26/2025: Add default reading policies, pregnancy approach, target temperature, and shelf settings. Add button to set a policy as default. Add settings locks.
01/08/2025: Add null pawn check when setting hostility response
11/05/2024: Add setting for whether guests will be set to carry medicine automatically
10/29/2024: Fix issue when world settings include more than one of same faction type
10/10/2024: Add default food policies
09/21/2024: Add extra error check
09/11/2024: Added default drug policies
08/20/2024: Added default apparel policies
08/02/2024: Added default map settings
07/31/2024: Fixed bug that prevented hidden factions from being generated
07/23/2024: Fixed bug that caused incompatibility with the Blueprints mod, added error handling for situations where previously installed mods or DLCs are removed.

Credits
  • Mod icon: @mouse_draws
227 kommentarer
Surgeol For 11 timer siden 
excellent mod, save me lots of time:steamthumbsup:
1trickPwnyta  [ophavsmand] For 13 timer siden 
@juako That's going to be included in the next big update. You can check it out now at https://steamcommunity.com/sharedfiles/filedetails/?id=3522445452
juako For 15 timer siden 
great mod. would it be possible to add more starting zones other than home and area1 ? i do a lot of playthroughs and it would be very helpful to have zones pre-colored and named
Reel 25. juli kl. 22:00 
Incredible mod, thanks for all the hard work!
PeteTimesSix 25. juli kl. 7:10 
Cant confirm on a phone, but my first guess is that it's related to Stepping Stones locking all plants a growing zone can grow behind a new early research (I have a harmony patch that sets the growing zone plant to grass, otherwise the game takes that poorly by default).
눈꽃잎 25. juli kl. 5:21 
Hello,

I've found the mod associated with this error. It's Research Reinvented. The error doesn't occur when this mod is used alone, but it does happen when its add-on mod, Research Reinvented: Stepping Stones, is included.

Research Reinvented : https://steamcommunity.com/sharedfiles/filedetails/?id=2868392160
Research Reinvented: Stepping Stones : https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782

I'll also share this error with the modder of the aforementioned mod.

Thank you for your hard work. I'm also really enjoying your other mods, like Visible Wealth and Visible Raid Points!
눈꽃잎 25. juli kl. 4:50 
Hello! I can give you more details about the plant list issue.

I'm currently using various mods and testing them by adding and removing them one by one. The error details I've confirmed through Gemini are as follows.

You're encountering two related errors in your RimWorld 1.6 mod, likely due to how it handles core game data.

The "Created FloatMenu with no options" error in Defaults.PlantType.PlantTypeUtility:DrawPlantButton means your mod tries to show a plant selection menu, but the plant list is empty. This is probably a symptom of an underlying data retrieval problem.

This ties into the NullReferenceException from your StatWorker.GetExplanationFinalizePart patch when hovering over drugs. Both errors point to your mod failing to properly access or process ThingDef data (plants, drugs) in RimWorld 1.6.

It seems internal code changes in RimWorld 1.6 have impacted StatWorker or ThingDef data access, and your mod's patches aren't adapting.
1trickPwnyta  [ophavsmand] 25. juli kl. 2:24 
@눈꽃잎 Thanks for reporting! For the drug policy thing, I can see what the problem is and I'll fix it in the next update. For the plant thing, I'm not getting that error. Are you using any other mods? Maybe there is a conflict?
눈꽃잎 25. juli kl. 0:43 
Hi! I'm encountering a couple of issues with your 1.6 experimental version.

NullReferenceException on drug descriptions: When hovering over drug explanations in the settings, I get a NullReferenceException related to StatWorker.GetExplanationFinalizePart (your mod's transpiler patch). This happens in the main menu settings.

"FloatMenu with no options" on plant list: When trying to access the "Default plant type for new growing zones" setting, the game throws "Created FloatMenu with no options. Closing." from PlantTypeUtility:DrawPlantButton.

Both errors seem to point to issues with how the mod interacts with RimWorld 1.6's data handling for stats/definitions and populating UI lists. Given the experimental status, I wanted to bring this to your attention.

Thanks for your work!
1trickPwnyta  [ophavsmand] 24. juli kl. 20:10 
@Leoraaaaaaaaaaaaaaaaaaaaa Can you try putting this mod *after* RimForge in your mod list to see if that helps?